Original Post — Direct link

Hello,

Since my save game was unplayable i decided to start from scratch an create a new one. But getting stars is awefully cumbersome. There was a config option to set the skill gain multiplier which a notched up a little and that helped. But... it isn't there anymore.

There is no Option in the advanced settings. So I searched the .eco files. Found a file named Difficulty.eco, but it's content basically is the same as the World Setting in the game.

I know you can optimize the gain multiplier in game through behavior. (right food, etc.) But frankly, I don't want to. My focus is more on exploration, building and for the latter advancing in the tech tree. I even have the meteor set to 600 days.

So now here I am wondering. Where is it gone? What am I missing here? Do I really have to play the cumbersome way?

Best regards,
SirFoomy

External link →
3 months ago - /u/SLG-Dennis - Direct link

We use SkillCostMultiplier by default now, SkillGainMultiplier available for manual editing in Balance.eco.

3 months ago - /u/SLG-Dennis - Direct link

Originally posted by SirFoomy

According to the description, SkillCostMultiplier doesn't fit my needs. I'm playing alone and thus want to get faster stars, in order to learn a diversity of professions faster.

I have to admit, I don't really understand SkillCostMultiplier. How can a specialty cost less than one star?

It's just two different approaches.

The SkillGainMultiplier increases or lowers the XP rate you have to get the necessary XP towards the next star.
The SkillCostMultiplier increases or lowers the XP necessary to the next star.

There hence is not a lot of difference between the two, just that they work opposite ways - both make you gain stars faster or slower depending on your settings.

The advantage of SkillCostMultiplier is that it can be used for much more fine grained balance, as the SkillGainMultiplier also affects housing and food xp automatically, not just the base rate - a change there hence has multiplicative effects due to the systems increasing XP also being affected.

If i remember correctly, SkillGainMultiplier also wasn't used in the presets before Update 11, but SpecialtyCostMultiplier which is the old name for SkillCostMultiplier. So technically, nothing changed - we just don't want to display the average user two things that effectively do the same and can be confusing.